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4,607 Commits over 976 Days - 0.20cph!

11 Months Ago
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
11 Months Ago
Game Controllers using SDL2 (#1509)
11 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle Update sdl2 lib Didn't mean to push this launch setting Remove legacy sdl haptics code, replace with SDL_GameControllerRumble Implement default LED colors based on instance, rumble the gamepad on every button press test Test passing controller input to input context Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test) Make prints less obnoxious Re-add Input.UsingController (simpler now) Temporary generated glyphs for gamepad Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs Documentation Support analog input glyphs Add methods for fetching gyroscope and accelerometer readings from specific controllers Remove controller binding panel (not used) Forgot to get rid of this method 🤦 Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game Make Controller internal + sealed Remove my #ifdef V_COMPILER_MSVC usage Change InputMotionData to reflect new API Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline Docs, GameControllerExtensions to internal Why the fuck are you there
11 Months Ago
Docs, GameControllerExtensions to internal Why the fuck are you there
11 Months Ago
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
11 Months Ago
Change InputMotionData to reflect new API
11 Months Ago
Remove my #ifdef V_COMPILER_MSVC usage
11 Months Ago
Make Controller internal + sealed
11 Months Ago
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
11 Months Ago
Forgot to get rid of this method 🤦
11 Months Ago
Remove controller binding panel (not used)
11 Months Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
11 Months Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
11 Months Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
11 Months Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
11 Months Ago
Refactor, hook up connections, started work on storing transition actions
11 Months Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
11 Months Ago
Deserialize graph state
11 Months Ago
Serialize graph state
11 Months Ago
Stub out player HUD setup, only enable hud gameobject if we're the local player
11 Months Ago
Made a few things on the PlayerController use RequireComponent so there's less setup
11 Months Ago
Refactor how viewmodels are made, to work in multiplayer
11 Months Ago
Fixed compile GameManager -> Game, removed some useless code Removed recoil pattern system (cool experiment, not something I want to use in practice) Use GameObject references in WeaponDataResource, instead of dumb hack from months ago Fixed weapon instantiation bugs
11 Months Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
11 Months Ago
More boilerplate for nodes / graph
11 Months Ago
Start blocking out state machine resource + editor window
11 Months Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
11 Months Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
11 Months Ago
Fixed delete prompt having no content
11 Months Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
11 Months Ago
Doubled reach for crowbar attacks
11 Months Ago
Add ActionGraph node for quickly creating a prop
11 Months Ago
Hook up block anim for new npc
11 Months Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
11 Months Ago
animgraph: Updated parameters to include new states
11 Months Ago
AttackingState: run Agent.LookAt every frame instead of on state tick (which is staggered at 0.2s or so, so it was very jittery before)
11 Months Ago
Kill off stimuli if it's based on old information. Idle state uses full body anim Play actor voices a bit infront of their mouth Hook weapon_attack_idle in animator: lerp wish move
11 Months Ago
Don't drain durability for npc weapon
11 Months Ago
AI can maintain movement while trying to attack the player
11 Months Ago
Position weapon on the npc properly
11 Months Ago
Machine states can define upper, lower, and full body states
11 Months Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
11 Months Ago
Fixed MeleeWeaponAttack NRE
11 Months Ago
Edit animgraph
11 Months Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
11 Months Ago
Add new_crackhead prefab that uses the new animator
11 Months Ago
Fixed some more missing components on the player (?)
11 Months Ago
AI playground scene
11 Months Ago
Fixed issues with player prefab (dunno where this came from)
11 Months Ago
Documentation Support analog input glyphs